The SRoper Scheme

SRoper = Strategy Roper

What this league's scheme changes about standard Roper, why it plays differently, and how to think about crates once there's only ever one on the map at a time.

The pitch

Standard Roper's biggest complaint is that a match can hinge on pure luck: whichever player happens to be closer to a crate when it lands often just wins the exchange, regardless of skill. SRoper keeps the core roping gameplay intact but reworks how crates spawn, turning "who gets the crate" from a dice roll into a genuine positioning contest - one you can actually get better at.

What's different

Crate spawns: a new crate spawns every few seconds, but never more than one is live on the map at once - instead of a batch landing all at once.
Crate HP bonus: reduced to 10 (was 20) - a crate can still turn a fight, but it's less of an instant win.
Bazooka on turn 1: now optional (was mandatory).
Everything else is unchanged from standard Roper.
Since there's only ever one crate in play, camping the high ground stops being a free win: it denies your opponent the current crate, but it also means giving up any crate you can't personally reach. A wider variety of hides come into play as both players jockey for position ahead of the next spawn - reading your opponent's habits and skill matters as much as your own aim.

Scheme & maps

Strategy Roper
The league's scheme: load it into Worms Armageddon before playing a game.
Download scheme
sRoper Pack
10 custom maps built for this scheme.
Download map pack
SRoper plays best on maps with land on both sides of the island, not just a single central mass - crates need somewhere to spawn besides the middle. The map pack above is built for that; the scheme also works fine on regular Roper maps if that's what you've got.

Tips

1Prioritize your attack. Play it like standard Roper first: get one crate, then land a hit. Picking up a second crate on the way back is a bonus - never the goal.
2Read the board when a crate spawns. Look for the hide that maximizes the distance between you, your opponent, and the crate - sometimes that's dead center of the map.
3It's fine to abandon a hard crate. Since only one is ever live, you can leave a difficult one for your opponent rather than risk your whole turn chasing it. If a turn only works with a perfect run, try it - but bail the moment something goes wrong.
4Don't burn a turn on an easy crate alone. If a crate's an easy grab, collect it on your way to your real attack - but never spend a whole turn just to deny your opponent an easy one.
5Sometimes the right move is repositioning, not reaching. If a crate's out of both players' realistic range, rope closer while staying outside your opponent's range - forcing them to either commit to a risky attempt or let you close the gap first.

Video walkthrough

~10 minutes, played by Anubis against himself, with commentary.